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[Champion Concept] Law, the Judge of Souls

Theme:
Court Judge. Support Champion who's role is mainly prevention of action of an enemy.

Lore:
Many might think that the Shadow Isles is a lawless place. Where war endlessly rages on and beings similar to Mordekaiser and Hecarim are always born. They are never more wrong in their entire life. Law, one of the High Councilman of the Eternal Throne, journeyed out of the Shadow Isles under one mission, to judge the deserters who left their posts. These deserters are Mordekaiser, a former general and was also one of the High Councilman, Hecarim, the One Man Army of the Eternal Throne and Yorick, the gravekeeper who was in charge of burial and, indirectly, the recycling of dead Shadow Islanders' souls.

Bringing along his judgement tools, he readies himself for of the ultimate challenge, to bring them back to the Shadow Isles where they will be tried and judged in the soil they were borne to. Entering the Institute of War, Law states his business, ready to even raze the whole continent to the ground if he isn't granted passage.

Skills:

Passive
Unbending Rule

Law permanently gains 15 health for every minute he is alive. If Law dies, the timer resets itself and freezes until he revives.

NOTE: If Law is under the effect of Guardian Angel or Chrono Shift, the timer freezes until he is revived.

Skill Q
Trials and Tribulations

The target enemy unit is dealt 20/30/40/50/60 + (AP * 0.15) magic damage each second for 4s and is Trialed for the duration.

Trialed: Law's other non-ultimate skills gains bonus effect. This effect will only occur once every application of this skill.

Skill Range: 600
Mana Cost: 60/70/80/90/100
Cooldown: 10s

Skill W
Evidence of Action

Target enemy unit has his attack and movement speed reduced by 35/45/55/65/75% for 1.5s. Regains attack and movement speed over 2.5s thereafter.

Trial Bonus: Health loss by the target within the 4s duration is converted as heal for allied Champions near the target. Heal amount is 25% of the target's health loss and is split among all nearby allied Champions.

Heal AoE Radius: 600
Skill Range: 500
Mana Cost: 100
Cooldown: 12s

Skill E
Futility of Denial

Target enemy unit is afflicted with Futility for 3s. If the target casts a spell within the duration, they are damaged for 50/85/120/155/190 + (AP * 0.5) magic damage and silenced for 1/1.25/1.5/1.75/2s.

NOTE: As it immediately applies the silence upon casting, spells with channel time will be immediately interrupted.

Skill Range: 600
Mana Cost: 60/70/80/90/100
Cooldown: 20/18/16/14/12s

Skill R
The Verdict

Target enemy unit is afflicted with Guilty for 4/5/6s. If the target's current health, before Guilty's damage is applied, is less than 35% of it's maximum health, the target is stunned for 2s. This effect only occurs once.

NOTE: If the target is stunned, a word "Guilty!" will appear on top of the target's head for the stun duration.

NOTE: The true damage will only apply after the damage from the basic attack or spell is dealt. Does not apply on DoT damage or on-hit proc effects like Sheen, Madred's Bloodrazor, Wit's End and Malady.

Skill Range: 500
Mana Cost: 100/175/250
Cooldown: 160/125/90s

Quote:

Skill Design Reasoning:

Overall
Re-designed to be enemy-only support skills. Primarily having strong CCs all-round. Capable of going into battle and surviving enemy assault while laying down his spells with a moderately-high health as a support.

Passive
Unbending Rule

Gives a flat rate of survivability even into late game. Allows for him to go in since his skills are primarily enemy-only and have range values at which he can be attacked by the enemy Champion/s easily.

Skill Q
Trails and Tribulations

Law's core skill. A type of pseudo priority-targeting skill. Allows for a choice of one of 2 additional support mechanics.

Skill W
Evidence of Action

Anti-AAer skill. Primarily meant to massively weaken auto-attackers like Tryndamere and Xin Zhao and providing better breathing room over the battle. Good escape mechanics against chasers. Trial bonus allows ally to focus fire the enemy while giving a slight amount of survivability through heal on damage. Healing scales off per ally Champions since I didn't want to add a strong heal capability when all 5 goes in, but to add some sustain for a focused fight.

Skill E
Futility of Denial

Anti-Caster skill. Primarily meant to deny Champions that are skill-focused or have high skill capabilities, like Graves and his skill capabilities or LeBlanc and her high skill damage outputs. Trial bonus gives additional leeway in case his E's original purpose failed due to enemy not casting their skills during a battle and a means to forcefully stop any target from acting, compared to W which is meant to delay and add more breathing room against just auto-attackers.

Skill R
The Verdict

Added damage on proc allows for quicker shutdowns of priority target. Also allows for Evidence of Action's Trial effect to be more substantial when attacking the target, since more damage is applied. Designed to not proc on on-hit effect damages and DoT since it will be overpowering and abuseable.

Changed Proof of Conduct's name to Evidence of Action.
Changed Evidence of Action's effect to apply reduction to both attack and movement speed from movement speed only.
Increased Evidence of Action's MS recovery to 1.5s from 0.5s.
Changed Evidence of Action's Trial bonus. (Previous was reduction of damage output by 10 + (AP * 0.02)% for 3s.)
Reduced Evidence of Action's range to 500 from 600.

Changed Evidence's name to Futility of Denial.
Changed Futility of Denial's effect. (Previous was instant silence of 1/1.25/1.5/1.75/2s.)
Changed Futility of Denial's Trial bonus. (Previous was removal of auto-attack for 2s.)

Increased Evidence of Action's attack and movement speed reduction to 35/45/55/65/75% from 20/30/40/50/60%.
Reduced Evidence of Action's speed reduction duration to 1.5s from 2.5s.
Increased Evidence of Action's speed regain duration to 2.5s from 1.5s.
Slightly clarified Evidence of Action's Trial bonus effect. It is suppose to heal allied Champions around the target, not having the heal affect Champions that are near the attacker of the target.

Reduced Futility of Denial's base damage to 50/85/120/155/190 from 50/100/150/200/250.
Increased Futility of Denial's range to 600 from 500.
Increased Futility of Denial's cooldown to 20/18/16/14/12 from 12 at all ranks.
Added a note, just to clarify channeling spells and it's effect with this spell.

Reworked The Verdict's damage model. (Now does small amounts of damage per each ally attack or spell onto the target enemy as compared to the high instant damage of the previous damage model (10/15/20% true damage).)
The Verdict's stun effect has been re-purposed for the new damage model. (Previous was where it instantly stuns if the target's HP before damage is 50%. Now, current model does not support it without condition since it is OP.)
Added a note for The Verdict to clearly specify how the damage is proc-ed. This is to counter abuses from on-hit effect damages and DoT damages (Cassopeia being one of them strong DoT skillers, having 2 DoT skills and one direct damage skill that is re-castable after 0.5s if the target is poisoned).

Matrix and I discussed the reasoning behind this concept as well as the reasons why it is considered a support.

Main Points:

1. The high CC from the W creates a great escape or initiation mechanic.
2. The heal from the W will allow for sustain in large team fights.
3. The Silence from E will allow for lock down of AP Casters or Ability based AD carries.

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Overall I would rate this concept as a Thumbs Up, and would enjoy seeing this design in League.